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How to set a texture as a depth buffer

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My Question is: In Dx10, I first rendered a texture with format DXGI_FORMAT_R32_FLOAT, then I wanted to set this texture as a depth buffer for other passes of rendering so that it can help to reject some pixel. How can I achieve such style? Thanks a lot!

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Off the top of my head you need to create a _TYPELESS resource and then create two views into it - one as R32_FLOAT and one as D32_FLOAT.

hth
Jack

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